ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.24 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.76 by root, Sun Dec 28 08:09:49 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
36/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 44 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 46
49 if (!op->weight) 47 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
55 { 53 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 56 }
59 57
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 59 {
62 int num_sections = 1; 60 int num_sections = 1;
63 61
64 /* don't move DM */ 62 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 72 continue;
75 73
76 /* count the object's sections */ 74 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
106 * 104 *
107 * BOLT CODE 105 * BOLT CODE
108 * 106 *
109 ***************************************************************************/ 107 ***************************************************************************/
110 108
111/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 110 * is the first piece of the fork.
113 */ 111 */
114
115void 112void
116forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
117{ 114{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
144 141
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->x = sx;
153 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 152 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
160} 156}
161 157
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
164 */ 160 */
165
166void 161void
167move_bolt (object *op) 162move_bolt (object *op)
168{ 163{
169 object *tmp;
170 int mflags; 164 int mflags;
171 sint16 x, y; 165 sint16 x, y;
172 maptile *m; 166 maptile *m;
173 167
174 if (--(op->duration) < 0) 168 if (--op->duration < 0)
175 { 169 {
176 op->destroy (); 170 op->drop_and_destroy ();
177 return; 171 return;
178 } 172 }
179 173
180 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
181 175
182 if (!op->direction) 176 if (!op->direction)
183 return; 177 return;
184 178
185 if (--op->range < 0) 179 if (--op->range < 0)
186 {
187 op->range = 0; 180 op->range = 0;
188 }
189 else 181 else
190 { 182 {
191 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
192 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
193 m = op->map; 185 m = op->map;
201 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
202 * will be useful. 194 * will be useful.
203 */ 195 */
204 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
205 { 197 {
206
207 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
208 return; 199 return;
209 200
210 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
211 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
241 else if (left) 232 else if (left)
242 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
243 else if (right) 234 else if (right)
244 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
245 } 236 }
237
246 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
247 return; 239 return;
248 } 240 }
249 else 241 else
250 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
251 tmp = op->clone (); 243 object *tmp = op->clone ();
252 244
245 m->insert (tmp, x, y, op);
253 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
254 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
255 tmp = insert_ob_in_map (tmp, op->map, op, 0);
256 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
257 tmp->duration++; 248 tmp->duration++;
258 249
259 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
260 * going off in other directions. 251 * going off in other directions.
261 */ 252 */
262
263 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
264 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
265 forklightning (op, tmp); 255
266 }
267 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
268 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
269 */ 258 */
270 op->range = 0; 259 op->range = 0;
271 } /* copy object and move it along */ 260 } /* copy object and move it along */
294 return 0; 283 return 0;
295 284
296 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
297 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
298 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
299 if (spob->slaying) 289 if (spob->slaying)
300 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
301 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
302 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
303 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
304 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
305 296
316 307
317 maptile *newmap; 308 maptile *newmap;
318 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
319 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
320 { 311 {
321 tmp->destroy (); 312 tmp->drop_and_destroy ();
322 return 0; 313 return 0;
323 } 314 }
324 315
325 tmp->map = newmap; 316 tmp->map = newmap;
326 317
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 319 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 321 {
331 tmp->destroy (); 322 tmp->drop_and_destroy ();
332 return 0; 323 return 0;
333 } 324 }
334 325
335 tmp->x = op->x; 326 tmp->x = op->x;
336 tmp->y = op->y; 327 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 329 tmp->map = op->map;
339 } 330 }
340 331
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 333 move_bolt (tmp);
343 334
344 return 1; 335 return 1;
345} 336}
346
347
348 337
349/*************************************************************************** 338/***************************************************************************
350 * 339 *
351 * BULLET/BALL CODE 340 * BULLET/BALL CODE
352 * 341 *
353 ***************************************************************************/ 342 ***************************************************************************/
354 343
355/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 346 * At least that is what I think this does.
358 */ 347 */
359void 348void
360explosion (object *op) 349explosion (object *op)
361{ 350{
362 object *tmp;
363 maptile *m = op->map; 351 maptile *m = op->map;
364 int i; 352 int i;
365 353
366 if (--(op->duration) < 0) 354 if (--op->duration < 0)
367 { 355 {
368 op->destroy (); 356 op->destroy ();
369 return; 357 return;
370 } 358 }
371 359
377 { 365 {
378 sint16 dx, dy; 366 sint16 dx, dy;
379 367
380 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
382 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 372 * out of map, etc.
384 */ 373 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 375 {
387 tmp = op->clone (); 376 object *tmp = op->clone ();
377
388 tmp->state = 0; 378 tmp->state = 0;
389 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
390 tmp->range--; 380 tmp->range--;
391 tmp->value = 0; 381 tmp->value = 0;
392 tmp->x = dx; 382
393 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 384 }
396 } 385 }
397 } 386 }
398} 387}
399
400 388
401/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
403 * explode. 391 * explode.
404 */ 392 */
405void 393void
406explode_bullet (object *op) 394explode_bullet (object *op)
407{ 395{
408 object *tmp, *owner; 396 object *tmp, *owner;
409 397
410 if (op->other_arch == NULL) 398 if (!op->other_arch)
411 { 399 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 op->destroy (); 401 op->destroy ();
414 return; 402 return;
415 } 403 }
416 404
417 if (op->env) 405 if (op->env)
418 { 406 {
419 object *env; 407 object *env = op->outer_env ();
420 408
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 410 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 412 op->destroy ();
426 return; 413 return;
427 } 414 }
428 415
429 op->remove (); 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 417 }
434 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
435 { 419 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 421 op->destroy ();
448 } 432 }
449 433
450 if (op->attacktype) 434 if (op->attacktype)
451 { 435 {
452 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
453 if (op->destroyed ()) 438 if (op->destroyed ())
454 return; 439 return;
455 } 440 }
456 441
457 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
460 tmp->set_owner (op); 445 tmp->set_owner (op);
461 tmp->skill = op->skill; 446 tmp->skill = op->skill;
462 447
463 owner = op->owner; 448 owner = op->owner;
464 449
465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
466 { 454 {
467 op->destroy (); 455 op->destroy ();
468 return; 456 return;
469 } 457 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 458
474 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 461 {
477 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
481 } 466 }
482 else 467 else
483 { 468 {
484 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
486 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
499 485
500 /* Prevent recursion */ 486 /* Prevent recursion */
501 op->move_on = 0; 487 op->move_on = 0;
502 488
503 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
504 /* remove the firebullet */ 492 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 493 op->destroy ();
508 }
509} 494}
510
511
512 495
513/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
515 */ 498 */
516
517void 499void
518check_bullet (object *op) 500check_bullet (object *op)
519{ 501{
520 object *tmp; 502 object *tmp;
521 int dam, mflags; 503 int dam, mflags;
536 518
537 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
539 return; 521 return;
540 522
541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 524 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 526 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 531 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
549 { 533 {
550 op->destroy (); 534 op->destroy ();
610 op->destroy (); 594 op->destroy ();
611 595
612 return; 596 return;
613 } 597 }
614 598
615 op->remove (); 599 if (!(op = m->insert (op, new_x, new_y, op)))
616 op->x = new_x;
617 op->y = new_y;
618 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
619 return; 600 return;
620 601
621 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
622 { 603 {
623 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
624 update_turn_face (op); 605 update_turn_face (op);
625 } 606 }
626 else 607 else
627 check_bullet (op); 608 check_bullet (op);
628} 609}
629
630
631
632 610
633/* fire_bullet 611/* fire_bullet
634 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
635 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
636 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
637 * spob->attacktype. 615 * spob->attacktype.
638 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
639 * pointers. 617 * pointers.
640 */ 618 */
641
642int 619int
643fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
644{ 621{
645 object *tmp = NULL; 622 object *tmp = NULL;
646 int mflags; 623 int mflags;
647 624
648 if (!spob->other_arch) 625 if (!spob->other_arch)
649 return 0; 626 return 0;
650 627
651 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
652 if (tmp == NULL) 629 if (!tmp)
653 return 0; 630 return 0;
654 631
655 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
656 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
657 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
658 if (spob->slaying) 635 if (spob->slaying)
659 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
660 637
670 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
671 648
672 tmp->set_owner (op); 649 tmp->set_owner (op);
673 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
674 651
675 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
676 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
677 tmp->map = op->map; 654 tmp->map = op->map;
678 655
679 maptile *newmap; 656 maptile *newmap;
680 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
681 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
698 tmp->y = op->y; 675 tmp->y = op->y;
699 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
700 tmp->map = op->map; 677 tmp->map = op->map;
701 } 678 }
702 679
703 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 680 if ((tmp = tmp->insert_at (tmp, op)))
704 check_bullet (tmp); 681 check_bullet (tmp);
705 682
706 return 1; 683 return 1;
707} 684}
708
709
710
711 685
712/***************************************************************************** 686/*****************************************************************************
713 * 687 *
714 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
715 * 689 *
716 *****************************************************************************/ 690 *****************************************************************************/
717 691
718
719/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
720void 693void
721cone_drop (object *op) 694cone_drop (object *op)
722{ 695{
723 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
724 697
725 new_ob->x = op->x;
726 new_ob->y = op->y;
727 new_ob->level = op->level; 698 new_ob->level = op->level;
728 new_ob->set_owner (op->owner); 699 new_ob->set_owner (op->owner);
729 700
730 /* preserve skill ownership */ 701 /* preserve skill ownership */
731 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
732 {
733 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
734 }
735 insert_ob_in_map (new_ob, op->map, op, 0);
736 704
705 new_ob->insert_at (op, op);
737} 706}
738 707
739/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
740 709
741void 710void
742move_cone (object *op) 711move_cone (object *op)
743{ 712{
744 int i;
745
746 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
747 if (!op->map) 714 if (!op->map)
748 { 715 {
749 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
750 op->set_speed (0); 717 op->set_speed (0);
770 } 737 }
771#endif 738#endif
772 739
773 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
774 741
742 if (!op->is_on_map ())
743 return;
744
775 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
776 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
777 * degree. 747 * degree.
778 */ 748 */
779 if (op->weight) 749 if (op->weight)
750 {
780 check_spell_knockback (op); 751 check_spell_knockback (op);
781 752
782 if (op->destroyed ()) 753 if (!op->is_on_map ())
783 return; 754 return;
755 }
784 756
785 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
786 { 758 {
787 op->destroy (); 759 op->destroy ();
788 return; 760 return;
789 } 761 }
790 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
795 { 767 {
796 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
797 return; 769 return;
798 } 770 }
799 771
800 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
801 { 773 {
802 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
803 775
804 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
805 { 777 {
806 object *tmp = op->clone (); 778 object *tmp = op->clone ();
807
808 tmp->x = x;
809 tmp->y = y;
810 779
811 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
812 781
813 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
814 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
815 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
816 if (tmp->other_arch) 787 if (tmp->other_arch)
817 cone_drop (tmp); 788 cone_drop (tmp);
818 } 789 }
819 } 790 }
820} 791}
853 824
854 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
855 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
856 * insert it into is blocked. 827 * insert it into is blocked.
857 */ 828 */
858 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
859 830
860 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
861 { 832 {
862 sint16 x, y, d; 833 sint16 x, y, d;
863 834
864 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
865 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
866 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
867 * to hit that person. 838 * to hit that person.
868 */ 839 */
869 d = dir + i; 840 d = (dir + i) % 9;
870 while (d < 0)
871 d += 8;
872 while (d > 8)
873 d -= 8;
874 841
875 /* If it's not a rune, we don't want to blast the caster. 842 /* If it's not a rune, we don't want to blast the caster.
876 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
877 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
878 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
898 865
899 success = 1; 866 success = 1;
900 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
901 tmp->set_owner (op); 868 tmp->set_owner (op);
902 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
903 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
904 tmp->x = sx;
905 tmp->y = sy;
906 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
907 872
908 /* holy word stuff */ 873 /* holy word stuff */
909 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
910 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
944 else 909 else
945 tmp->duration += caster->level / 3; 910 tmp->duration += caster->level / 3;
946 } 911 }
947 912
948 if (!(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
949 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
950 915
951 if (!tmp->move_on && tmp->stats.dam) 916 if (!tmp->move_on && tmp->stats.dam)
952 {
953 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
954 }
955 918
956 insert_ob_in_map (tmp, m, op, 0); 919 m->insert (tmp, sx, sy, op);
957 920
958 /* This is used for tracking spells so that one effect doesn't hit 921 /* This is used for tracking spells so that one effect doesn't hit
959 * a single space too many times. 922 * a single space too many times.
960 */ 923 */
961 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
971 * 934 *
972 * BOMB related code 935 * BOMB related code
973 * 936 *
974 ****************************************************************************/ 937 ****************************************************************************/
975 938
976
977/* This handles an exploding bomb. 939/* This handles an exploding bomb.
978 * op is the original bomb object. 940 * op is the original bomb object.
979 */ 941 */
980void 942void
981animate_bomb (object *op) 943animate_bomb (object *op)
982{ 944{
983 int i;
984 object *env, *tmp;
985 archetype *at;
986
987 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
988 return; 946 return;
989 947
990 env = object_get_env_recursive (op); 948 object *env = op->outer_env ();
991 949
992 if (op->env) 950 if (op->env)
993 { 951 {
994 if (env->map == NULL) 952 if (env->map == NULL)
995 return; 953 return;
996 954
997 if (env->type == PLAYER) 955 if (!(op = op->insert_at (env, op)))
998 esrv_del_item (env->contr, op->count);
999
1000 op->remove ();
1001 op->x = env->x;
1002 op->y = env->y;
1003 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1004 return; 956 return;
1005 } 957 }
1006 958
1007 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 959 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1008 // on a safe map. I don't like this special casing, but it seems to be neccessary 960 // on a safe map. I don't like this special casing, but it seems to be neccessary
1015 967
1016 /* This copies a lot of the code from the fire bullet, 968 /* This copies a lot of the code from the fire bullet,
1017 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
1018 * so just set up the appropriate values. 970 * so just set up the appropriate values.
1019 */ 971 */
1020 at = archetype::find (SPLINT); 972 if (archetype *at = archetype::find (SPLINT))
1021 if (at)
1022 { 973 {
1023 for (i = 1; i < 9; i++) 974 for (int i = 1; i < 9; i++)
1024 { 975 {
1025 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 976 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1026 continue; 977 continue;
978
1027 tmp = arch_to_object (at); 979 object *tmp = arch_to_object (at);
1028 tmp->direction = i; 980 tmp->direction = i;
1029 tmp->range = op->range; 981 tmp->range = op->range;
1030 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
1031 tmp->duration = op->duration; 983 tmp->duration = op->duration;
1032 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
1033 tmp->set_owner (op); 985 tmp->set_owner (op);
1034 if (op->skill && op->skill != tmp->skill) 986 if (op->skill && op->skill != tmp->skill)
1035 {
1036 tmp->skill = op->skill; 987 tmp->skill = op->skill;
1037 } 988
1038 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 989 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1039 SET_ANIMATION (tmp, i); 990 SET_ANIMATION (tmp, i);
1040 tmp->x = op->x + freearr_x[i]; 991
1041 tmp->y = op->y + freearr_x[i]; 992 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1042 insert_ob_in_map (tmp, op->map, op, 0);
1043 move_bullet (tmp); 993 move_bullet (tmp);
1044 } 994 }
1045 } 995 }
1046 996
1047 explode_bullet (op); 997 explode_bullet (op);
1048} 998}
1049 999
1050int 1000int
1051create_bomb (object *op, object *caster, int dir, object *spell) 1001create_bomb (object *op, object *caster, int dir, object *spell)
1052{ 1002{
1053
1054 object *tmp; 1003 object *tmp;
1055 int mflags; 1004 int mflags;
1056 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1005 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1057 maptile *m; 1006 maptile *m;
1058 1007
1059 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1008 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1009
1010 // when creating a bomb below ourself it should always work, even
1011 // when movement is blocked (somehow we got here, somehow we are here,
1012 // so we should also be able to make a bomb here). (originally added
1013 // to fix create bomb traps in doors, which cast with dir=0).
1014 if (dir)
1015 {
1060 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1016 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1061 { 1017 {
1062 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1018 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1063 return 0; 1019 return 0;
1020 }
1064 } 1021 }
1022
1065 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1066 1024
1067 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1068 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1069 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1027 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1070 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1028 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1071 tmp->attacktype = spell->attacktype; 1029 tmp->attacktype = spell->attacktype;
1072 1030
1073 tmp->set_owner (op); 1031 tmp->set_owner (op);
1074 set_spell_skill (op, caster, spell, tmp); 1032 set_spell_skill (op, caster, spell, tmp);
1075 tmp->x = dx; 1033
1076 tmp->y = dy; 1034 m->insert (tmp, dx, dy, op);
1077 insert_ob_in_map (tmp, m, op, 0);
1078 return 1; 1035 return 1;
1079} 1036}
1080 1037
1081/**************************************************************************** 1038/****************************************************************************
1082 * 1039 *
1091 * dir is the direction to look in. 1048 * dir is the direction to look in.
1092 * range is how far out to look. 1049 * range is how far out to look.
1093 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1050 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1094 * this info is used for blocked magic/unholy spaces. 1051 * this info is used for blocked magic/unholy spaces.
1095 */ 1052 */
1096
1097object * 1053object *
1098get_pointed_target (object *op, int dir, int range, int type) 1054get_pointed_target (object *op, int dir, int range, int type)
1099{ 1055{
1100 object *target; 1056 object *target;
1101 sint16 x, y; 1057 sint16 x, y;
1120 return NULL; 1076 return NULL;
1121 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1122 return NULL; 1078 return NULL;
1123 1079
1124 if (mflags & P_IS_ALIVE) 1080 if (mflags & P_IS_ALIVE)
1125 {
1126 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1081 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1127 { 1082 if (QUERY_FLAG (target, FLAG_MONSTER))
1128 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1129 {
1130 return target; 1083 return target;
1131 }
1132 }
1133 }
1134 } 1084 }
1085
1135 return NULL; 1086 return NULL;
1136} 1087}
1137
1138 1088
1139/* cast_smite_arch() - the priest points to a creature and causes 1089/* cast_smite_arch() - the priest points to a creature and causes
1140 * a 'godly curse' to decend. 1090 * a 'godly curse' to decend.
1141 * usual params - 1091 * usual params -
1142 * op = player 1092 * op = player
1143 * caster = object casting the spell. 1093 * caster = object casting the spell.
1144 * dir = direction being cast 1094 * dir = direction being cast
1145 * spell = spell object 1095 * spell = spell object
1146 */ 1096 */
1147
1148int 1097int
1149cast_smite_spell (object *op, object *caster, int dir, object *spell) 1098cast_smite_spell (object *op, object *caster, int dir, object *spell)
1150{ 1099{
1151 object *effect, *target; 1100 object *effect, *target;
1152 object *god = find_god (determine_god (op)); 1101 object *god = find_god (determine_god (op));
1176 effect = arch_to_object (spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1177 else 1126 else
1178 return 0; 1127 return 0;
1179 1128
1180 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1181 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1182 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1183 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1184 { 1133 {
1185 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1186 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1225 1174
1226 effect->set_owner (op); 1175 effect->set_owner (op);
1227 set_spell_skill (op, caster, spell, effect); 1176 set_spell_skill (op, caster, spell, effect);
1228 1177
1229 /* ok, tell it where to be, and insert! */ 1178 /* ok, tell it where to be, and insert! */
1230 effect->x = target->x; 1179 effect->insert_at (target, op);
1231 effect->y = target->y;
1232 insert_ob_in_map (effect, target->map, op, 0);
1233 1180
1234 return 1; 1181 return 1;
1235} 1182}
1236
1237 1183
1238/**************************************************************************** 1184/****************************************************************************
1239 * 1185 *
1240 * MAGIC MISSILE code. 1186 * MAGIC MISSILE code.
1241 * note that the fire_bullet is used to fire the missile. The 1187 * note that the fire_bullet is used to fire the missile. The
1244 1190
1245/* op is a missile that needs to be moved */ 1191/* op is a missile that needs to be moved */
1246void 1192void
1247move_missile (object *op) 1193move_missile (object *op)
1248{ 1194{
1249 int i, mflags;
1250 object *owner;
1251 sint16 new_x, new_y;
1252 maptile *m;
1253
1254 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1255 { 1196 {
1197 op->drop_and_destroy ();
1198 return;
1199 }
1200
1201 mapxy pos (op);
1202 pos.move (op->direction);
1203
1204 if (!pos.normalise ())
1205 {
1256 op->destroy (); 1206 op->destroy ();
1257 return; 1207 return;
1258 } 1208 }
1259 1209
1260 owner = op->owner; 1210 mapspace &ms = pos.ms ();
1261#if 0
1262 /* It'd make things nastier if this wasn't here - spells cast by
1263 * monster that are then killed would continue to survive
1264 */
1265 if (owner == NULL)
1266 {
1267 op->destroy ();
1268 return;
1269 }
1270#endif
1271 1211
1272 new_x = op->x + DIRX (op); 1212 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1273 new_y = op->y + DIRY (op);
1274
1275 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1276
1277 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1278 { 1213 {
1279 hit_map (op, op->direction, AT_MAGIC, 1); 1214 hit_map (op, op->direction, AT_MAGIC, 1);
1280 /* Basically, missile only hits one thing then goes away. 1215 /* Basically, missile only hits one thing then goes away.
1281 * we need to remove it if someone hasn't already done so. 1216 * we need to remove it if someone hasn't already done so.
1282 */ 1217 */
1283 if (!op->destroyed ())
1284 op->destroy ();
1285
1286 return;
1287 }
1288
1289 op->remove ();
1290
1291 if (!op->direction || (mflags & P_OUT_OF_MAP))
1292 {
1293 op->destroy (); 1218 op->destroy ();
1294 return; 1219 return;
1295 } 1220 }
1296 1221
1297 op->x = new_x; 1222 if (!op->direction)
1298 op->y = new_y; 1223 {
1299 op->map = m; 1224 op->destroy ();
1225 return;
1226 }
1227
1300 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1228 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1301 if (i > 0 && i != op->direction) 1229 if (i > 0 && i != op->direction)
1302 { 1230 {
1303 op->direction = i; 1231 op->direction = i;
1304 SET_ANIMATION (op, op->direction); 1232 SET_ANIMATION (op, op->direction);
1305 } 1233 }
1306 1234
1307 insert_ob_in_map (op, op->map, op, 0); 1235 pos.insert (op, op);
1308} 1236}
1309 1237
1310/**************************************************************************** 1238/****************************************************************************
1311 * Destruction 1239 * Destruction
1312 ****************************************************************************/ 1240 ****************************************************************************/
1315 * we do this by creating a force and inserting it in the 1243 * we do this by creating a force and inserting it in the
1316 * object. if time is 0, the object glows permanently. To truely 1244 * object. if time is 0, the object glows permanently. To truely
1317 * make this work for non-living objects, we would have to 1245 * make this work for non-living objects, we would have to
1318 * give them the capability to have an inventory. b.t. 1246 * give them the capability to have an inventory. b.t.
1319 */ 1247 */
1320
1321int 1248int
1322make_object_glow (object *op, int radius, int time) 1249make_object_glow (object *op, int radius, int time)
1323{ 1250{
1324 object *tmp;
1325
1326 /* some things are unaffected... */ 1251 /* some things are unaffected... */
1327 if (op->path_denied & PATH_LIGHT) 1252 if (op->path_denied & PATH_LIGHT)
1328 return 0; 1253 return 0;
1329 1254
1330 tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1331 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1332 tmp->stats.food = time; 1257 tmp->stats.food = time;
1333 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1334 tmp->glow_radius = radius;
1335 if (tmp->glow_radius > MAX_LIGHT_RADII)
1336 tmp->glow_radius = MAX_LIGHT_RADII; 1259 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1337
1338 tmp->x = op->x;
1339 tmp->y = op->y;
1340 if (tmp->speed < MIN_ACTIVE_SPEED)
1341 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1342 tmp = insert_ob_in_ob (tmp, op); 1260 tmp = insert_ob_in_ob (tmp, op);
1261
1343 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1344 op->glow_radius = tmp->glow_radius; 1263 op->glow_radius = tmp->glow_radius;
1345 1264
1346 if (!tmp->env || op != tmp->env)
1347 {
1348 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1349 return 0;
1350 }
1351 return 1; 1265 return 1;
1352} 1266}
1353
1354
1355
1356 1267
1357int 1268int
1358cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1359{ 1270{
1360 int i, j, range, mflags, friendly = 0, dam, dur;
1361 sint16 sx, sy;
1362 maptile *m;
1363 object *tmp;
1364 const char *skill;
1365
1366 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1367 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1272 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1368 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1369 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1370 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1371 1276
1372 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1373 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1374 * We do some shortcuts here - since this is just temporary
1375 * and we'll reset the values back, we don't need to go through
1376 * the full share string/free_string route.
1377 */ 1279 */
1378 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1379 if (caster == op) 1282 if (caster == op)
1380 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1381 else if (caster->skill) 1284 else if (caster->skill)
1382 op->skill = caster->skill; 1285 op->skill = caster->skill;
1383 else 1286 else
1384 op->skill = NULL; 1287 op->skill = 0;
1385 1288
1386 change_skill (op, find_skill_by_name (op, op->skill), 1); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1387 1290
1388 for (i = -range; i < range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1389 { 1292 {
1390 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1391 { 1294
1392 m = op->map;
1393 sx = op->x + i;
1394 sy = op->y + j;
1395 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1396 if (mflags & P_OUT_OF_MAP)
1397 continue;
1398 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1399 { 1298 {
1400 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1300
1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1401 { 1303 {
1402 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1403 break;
1404 }
1405 if (tmp)
1406 {
1407 if (tmp->head)
1408 tmp = tmp->head;
1409
1410 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1411 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1412 { 1305 {
1413 if (spell_ob->subtype == SP_DESTRUCTION)
1414 {
1415 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1307
1416 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1417 {
1418 tmp = arch_to_object (spell_ob->other_arch); 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1419 tmp->x = sx;
1420 tmp->y = sy;
1421 insert_ob_in_map (tmp, m, op, 0);
1422 }
1423 } 1310 }
1424 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1425 { 1312 {
1426 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1427 {
1428 object *effect = arch_to_object (spell_ob->other_arch); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1429
1430 effect->x = sx;
1431 effect->y = sy;
1432 insert_ob_in_map (effect, m, op, 0);
1433 }
1434 }
1435 } 1315 }
1436 } 1316 }
1437 } 1317 }
1438 }
1439 } 1318 }
1319
1440 op->skill = skill; 1320 op->skill = skill;
1441 return 1; 1321 return 1;
1442} 1322}
1443 1323
1444/*************************************************************************** 1324/***************************************************************************
1458 { 1338 {
1459 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1339 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1460 return 0; 1340 return 0;
1461 } 1341 }
1462 1342
1343 tmp = tmp->head_ ();
1344
1463 /* If we've already got a force of this type, don't add a new one. */ 1345 /* If we've already got a force of this type, don't add a new one. */
1464 for (force = tmp->inv; force != NULL; force = force->below) 1346 for (force = tmp->inv; force; force = force->below)
1465 { 1347 {
1466 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1348 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1467 { 1349 {
1468 if (force->name == spell_ob->name) 1350 if (force->name == spell_ob->name)
1469 { 1351 {
1475 return 0; 1357 return 0;
1476 } 1358 }
1477 } 1359 }
1478 } 1360 }
1479 1361
1480 if (force == NULL) 1362 if (!force)
1481 { 1363 {
1482 force = get_archetype (FORCE_NAME); 1364 force = get_archetype (FORCE_NAME);
1483 force->subtype = FORCE_CHANGE_ABILITY; 1365 force->subtype = FORCE_CHANGE_ABILITY;
1366
1484 if (spell_ob->race) 1367 if (spell_ob->race)
1485 force->name = spell_ob->race; 1368 force->name = spell_ob->race;
1486 else 1369 else
1487 force->name = spell_ob->name; 1370 force->name = spell_ob->name;
1488 1371
1498 { 1381 {
1499 force->duration = duration; 1382 force->duration = duration;
1500 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1383 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1501 } 1384 }
1502 else 1385 else
1503 {
1504 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1505 } 1387
1506 return 1; 1388 return 1;
1507 } 1389 }
1390
1508 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1391 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1509 force->speed = 1.0; 1392 force->speed = 1.f;
1510 force->speed_left = -1.0; 1393 force->speed_left = -1.f;
1511 SET_FLAG (force, FLAG_APPLIED); 1394 SET_FLAG (force, FLAG_APPLIED);
1512 1395
1513 if (god) 1396 if (god)
1514 { 1397 {
1515 if (spell_ob->last_grace) 1398 if (spell_ob->last_grace)
1533 tmp->update_stats (); 1416 tmp->update_stats ();
1534 return 1; 1417 return 1;
1535 1418
1536} 1419}
1537 1420
1538
1539/********************************************************************** 1421/**********************************************************************
1540 * mood change 1422 * mood change
1541 * Arguably, this may or may not be an attack spell. But since it 1423 * Arguably, this may or may not be an attack spell. But since it
1542 * effects monsters, it seems best to put it into this file 1424 * effects monsters, it seems best to put it into this file
1543 ***********************************************************************/ 1425 ***********************************************************************/
1547 */ 1429 */
1548int 1430int
1549mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1550{ 1432{
1551 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1552 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1553 sint16 x, y, nx, ny;
1554 maptile *m;
1555 const char *race; 1435 const char *race;
1556 1436
1557 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1558 * doing it over and over again. 1438 * doing it over and over again.
1559 */ 1439 */
1560 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1561 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1562 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1563 1443
1564 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* On the bright side, no monster should ever have a race of GOD_...
1565 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1566 * won't ever match anything. 1446 * won't ever match anything.
1572 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1573 race = god->race; 1453 race = god->race;
1574 else 1454 else
1575 race = spell->race; 1455 race = spell->race;
1576 1456
1577 1457 unordered_mapwalk (op, -range, -range, range, range)
1578 for (x = op->x - range; x <= op->x + range; x++)
1579 for (y = op->y - range; y <= op->y + range; y++)
1580 { 1458 {
1459 mapspace &ms = m->at (nx, ny);
1581 1460
1582 done_one = 0;
1583 m = op->map;
1584 nx = x;
1585 ny = y;
1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1587 if (mflags & P_OUT_OF_MAP)
1588 continue;
1589
1590 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1591 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1592 continue; 1463 continue;
1593 1464
1594 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1465 // players can only affect spaces that they can actually see
1595 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1466 if (caster
1467 && caster->contr
1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1469 continue;
1470
1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1472 if (tmp->flag [FLAG_MONSTER])
1596 break; 1473 break;
1597 1474
1598 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1599 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1600 continue; 1477 continue;
1601 1478
1602 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1603 if (tmp->head)
1604 head = tmp->head; 1480 head = tmp->head_ ();
1605 else
1606 head = tmp;
1607 1481
1608 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1609 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1610 continue; 1484 continue;
1485
1611 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1612 continue; 1487 continue;
1613 1488
1614 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1615 best_at = -1; 1490 best_at = -1;
1616 if (spell->attacktype) 1491 if (spell->attacktype)
1617 { 1492 {
1618 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1619 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1620 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1621 best_at = at; 1496 best_at = at;
1622 1497
1623 if (best_at == -1) 1498 if (best_at == -1)
1624 at = 0; 1499 at = 0;
1625 else 1500 else
1626 { 1501 {
1627 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1628 continue; 1503 continue;
1629 else 1504 else
1630 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1631 } 1506 }
1507
1632 at -= level / 5; 1508 at -= level / 5;
1633 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1634 continue; 1510 continue;
1635 } 1511 }
1636 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1513 {
1637 /* 1514 /*
1638 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1639 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1640 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1641 1518
1643 1520
1644 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1645 charm a level 125 monster... 1522 charm a level 125 monster...
1646 1523
1647 Ryo, august 14th 1524 Ryo, august 14th
1648 */ 1525 */
1649 {
1650 if (head->level > level) 1526 if (head->level > level)
1651 continue; 1527 continue;
1528
1652 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1653 /* Failed, no effect */ 1530 /* Failed, no effect */
1654 continue; 1531 continue;
1655 } 1532 }
1656 1533
1657 /* Done with saving throw. Now start effecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1658 1536
1659 /* aggravation */ 1537 /* aggravation */
1660 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1661 { 1539 {
1662 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1663 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1664 remove_friendly_object (head); 1541 remove_friendly_object (head);
1665
1666 done_one = 1; 1542 done_one = 1;
1667 head->enemy = op; 1543 head->enemy = op;
1668 } 1544 }
1669 1545
1670 /* calm monsters */ 1546 /* calm monsters */
1671 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1672 { 1548 {
1673 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1674 head->enemy = NULL; 1550 head->enemy = NULL;
1675 done_one = 1; 1551 done_one = 1;
1676 } 1552 }
1677 1553
1678 /* berserk monsters */ 1554 /* berserk monsters */
1679 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1680 { 1556 {
1681 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1682 done_one = 1; 1558 done_one = 1;
1683 } 1559 }
1560
1684 /* charm */ 1561 /* charm */
1685 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1686 { 1563 {
1687 SET_FLAG (head, FLAG_FRIENDLY); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1688 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1689 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1690 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1691 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1692 head->set_owner (op); 1570 head->set_owner (op);
1693 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1694 add_friendly_object (head); 1572 add_friendly_object (head);
1695 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1696 done_one = 1; 1574 done_one = 1;
1697 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1698 head->stats.exp = 0; 1576 head->stats.exp = 0;
1699 } 1577 }
1700 1578
1701 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1702 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1703 { 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1704 tmp = arch_to_object (spell->other_arch); 1582 }
1705 tmp->x = nx;
1706 tmp->y = ny;
1707 insert_ob_in_map (tmp, m, op, 0);
1708 }
1709 } /* for y */
1710 1583
1711 return 1; 1584 return 1;
1712} 1585}
1713
1714 1586
1715/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander
1716 * about. was called move_ball_lightning, but since more than the ball 1588 * about. was called move_ball_lightning, but since more than the ball
1717 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1718 * op is the spell effect. 1590 * op is the spell effect.
1719 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1720 */ 1592 */
1721
1722void 1593void
1723move_ball_spell (object *op) 1594move_ball_spell (object *op)
1724{ 1595{
1725 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1726 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1745 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1746 { 1617 {
1747 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1748 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1749 */ 1620 */
1750
1751 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1752 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1753 1623
1754 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1755 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1757 { 1627 {
1758 dir = tmpdir; 1628 dir = tmpdir;
1759 break; 1629 break;
1760 } 1630 }
1761 } 1631 }
1632
1762 if (dir == 0) 1633 if (dir == 0)
1763 { 1634 {
1764 nx = op->x; 1635 nx = op->x;
1765 ny = op->y; 1636 ny = op->y;
1766 m = op->map; 1637 m = op->map;
1767 } 1638 }
1768 1639
1769 op->remove (); 1640 m->insert (op, nx, ny, op);
1770 op->y = ny;
1771 op->x = nx;
1772 insert_ob_in_map (op, m, op, 0);
1773 1641
1774 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1642 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1775 surrounding squares */ 1643 surrounding squares */
1776 1644
1777 /* loop over current square and neighbors to hit. 1645 /* loop over current square and neighbors to hit.
1778 * if this has an other_arch field, we insert that in 1646 * if this has an other_arch field, we insert that in
1779 * the surround spaces. 1647 * the surround spaces.
1780 */ 1648 */
1781 for (j = 0; j < 9; j++) 1649 for (j = 0; j < 9; j++)
1782 { 1650 {
1783 object *new_ob;
1784
1785 hx = nx + freearr_x[j]; 1651 hx = nx + freearr_x[j];
1786 hy = ny + freearr_y[j]; 1652 hy = ny + freearr_y[j];
1787 1653
1788 m = op->map; 1654 m = op->map;
1789 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1655 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1797 1663
1798 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1664 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1799 { 1665 {
1800 if (j) 1666 if (j)
1801 op->stats.dam = dam_save / 2; 1667 op->stats.dam = dam_save / 2;
1668
1802 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1803
1804 } 1670 }
1805 1671
1806 /* insert the other arch */ 1672 /* insert the other arch */
1807 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1673 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1808 { 1674 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1809 new_ob = arch_to_object (op->other_arch);
1810 new_ob->x = hx;
1811 new_ob->y = hy;
1812 insert_ob_in_map (new_ob, m, op, 0);
1813 }
1814 } 1675 }
1815 1676
1816 /* restore to the center location and damage */ 1677 /* restore to the center location and damage */
1817 op->stats.dam = dam_save; 1678 op->stats.dam = dam_save;
1818 1679
1821 if (i >= 0) 1682 if (i >= 0)
1822 { /* we have a preferred direction! */ 1683 { /* we have a preferred direction! */
1823 /* pick another direction if the preferred dir is blocked. */ 1684 /* pick another direction if the preferred dir is blocked. */
1824 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1685 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1825 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1686 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1826 {
1827 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1687 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1828 } 1688
1829 op->direction = i; 1689 op->direction = i;
1830 } 1690 }
1831} 1691}
1832 1692
1833
1834/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1835 * This is an implementation of the swarm spell. It was written for 1694 * This is an implementation of the swarm spell. It was written for
1836 * meteor swarm, but it could be used for any swarm. A swarm spell 1695 * meteor swarm, but it could be used for any swarm. A swarm spell
1837 * is a special type of object that casts swarms of other types 1696 * is a special type of object that casts swarms of other types
1838 * of spells. Which spell it casts is flexible. It fires the spells 1697 * of spells. Which spell it casts is flexible. It fires the spells
1839 * from a set of squares surrounding the caster, in a given direction. 1698 * from a set of squares surrounding the caster, in a given direction.
1840 */ 1699 */
1841
1842void 1700void
1843move_swarm_spell (object *op) 1701move_swarm_spell (object *op)
1844{ 1702{
1845#if 0 1703#if 0
1846 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1704 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1847 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1705 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1848 sint16 target_x, target_y, origin_x, origin_y; 1706 sint16 target_x, target_y, origin_x, origin_y;
1849 int adjustdir; 1707 int adjustdir;
1850 maptile *m; 1708 maptile *m;
1851#endif 1709#endif
1852 int basedir;
1853 object *owner; 1710 object *owner = op->env;
1854 1711
1855 owner = op->owner; 1712 if (!owner) // MUST not happen, remove when true TODO
1856 if (op->duration == 0 || owner == NULL)
1857 { 1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1858 op->destroy (); 1715 op->destroy ();
1859 return; 1716 return;
1860 } 1717 }
1861 1718
1719 if (!op->duration || !owner->is_on_map ())
1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1862 op->duration--; 1725 op->duration--;
1863 1726
1864 basedir = op->direction; 1727 int basedir = op->direction;
1865 if (basedir == 0) 1728 if (!basedir)
1866 { 1729 {
1867 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1868 basedir = rndm (1, 8); 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1869 } 1733 }
1870 1734
1871#if 0 1735#if 0
1872 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1873 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1874 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1738 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1875 // space. 1739 // space.
1876 // should be fixed later, but correctness before featurs... 1740 // should be fixed later, but correctness before features...
1877 // (schmorp) 1741 // (schmorp)
1878 1742
1879 /* new offset calculation to make swarm element distribution 1743 /* new offset calculation to make swarm element distribution
1880 * more uniform 1744 * more uniform
1881 */ 1745 */
1934 { 1798 {
1935 /* Bullet spells have a bunch more customization that needs to be done */ 1799 /* Bullet spells have a bunch more customization that needs to be done */
1936 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1937 fire_bullet (owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1938 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1939 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1803 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1940 } 1804 }
1941} 1805}
1942
1943
1944
1945 1806
1946/* fire_swarm: 1807/* fire_swarm:
1947 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1948 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1949 * the parts of the swarm. 1810 * the parts of the swarm.
1952 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1953 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1954 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1955 * n: the number to be fired. 1816 * n: the number to be fired.
1956 */ 1817 */
1957
1958int 1818int
1959fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1960{ 1820{
1961 object *tmp;
1962 int i;
1963
1964 if (!spell->other_arch) 1821 if (!spell->other_arch)
1965 return 0; 1822 return 0;
1966 1823
1967 tmp = get_archetype (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1968 tmp->x = op->x; 1825
1969 tmp->y = op->y;
1970 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1971 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1972
1973 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1974 tmp->spell = arch_to_object (spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1975
1976 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1977 1830
1978 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1979 {
1980 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1981 return 1; 1833 return 1;
1982 } 1834
1983 tmp->duration = SP_level_duration_adjust (caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1984 for (i = 0; i < spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1985 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1986 1838
1839 tmp->invisible = 1;
1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1987 tmp->direction = dir; 1841 tmp->direction = dir;
1988 tmp->invisible = 1; 1842 tmp->facing = rndm (1, 8); // initial firing direction
1989 insert_ob_in_map (tmp, op->map, op, 0); 1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1844
1845 op->insert (tmp);
1846
1990 return 1; 1847 return 1;
1991} 1848}
1992
1993 1849
1994/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
1995 * function. 1851 * function.
1996 */ 1852 */
1997int 1853int
2002 int dam, mflags; 1858 int dam, mflags;
2003 maptile *m; 1859 maptile *m;
2004 1860
2005 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2006 1862
2007 if (!dir) 1863 if (dir)
2008 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2010 return 0;
2011 } 1864 {
2012
2013 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
2014 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
2015 m = op->map; 1867 m = op->map;
2016 1868
2017 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
2018 1870
2019 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
2020 { 1872 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2022 return 0; 1874 return 0;
2023 } 1875 }
2024 1876
2025 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
2026 { 1878 {
2027 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2028 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
2029 { 1881 {
2030 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
2031 if (target->head) 1883 if (target->head)
2032 target = target->head; 1884 target = target->head;
1885
2033 (void) hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
2034 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
2035 } 1889 }
2036 }
2037 1890
2038 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
2039 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2040 { 1893 {
2041 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2042 return 0; 1895 return 0;
1896 }
2043 } 1897 }
2044 1898
2045 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
2046 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
2047 if (!tmp) 1901 if (!tmp)
2048 { 1902 {
2049 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2050 return 0; 1904 return 0;
2051 } 1905 }
1906
2052 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
2053 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
2054 {
2055 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1910 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
2056 if (tmp->glow_radius > MAX_LIGHT_RADII) 1911
2057 tmp->glow_radius = MAX_LIGHT_RADII; 1912 if (dir)
2058 } 1913 m->insert (tmp, x, y, op);
2059 tmp->x = x; 1914 else
2060 tmp->y = y; 1915 caster->outer_env ()->insert (tmp);
2061 insert_ob_in_map (tmp, m, op, 0); 1916
2062 return 1; 1917 return 1;
2063} 1918}
2064
2065
2066
2067 1919
2068/* cast_cause_disease: this spell looks along <dir> from the 1920/* cast_cause_disease: this spell looks along <dir> from the
2069 * player and infects someone. 1921 * player and infects someone.
2070 * op is the player/monster, caster is the object, dir is the direction 1922 * op is the player/monster, caster is the object, dir is the direction
2071 * to cast, disease_arch is the specific disease, and type is the spell number 1923 * to cast, disease_arch is the specific disease, and type is the spell number
2072 * perhaps this should actually be in disease.c? 1924 * perhaps this should actually be in disease.c?
2073 */ 1925 */
2074
2075int 1926int
2076cast_cause_disease (object *op, object *caster, object *spell, int dir) 1927cast_cause_disease (object *op, object *caster, object *spell, int dir)
2077{ 1928{
2078 sint16 x, y; 1929 sint16 x, y;
2079 int i, mflags, range, dam_mod, dur_mod; 1930 int i, mflags, range, dam_mod, dur_mod;
2086 /* If casting from a scroll, no direction will be available, so refer to the 1937 /* If casting from a scroll, no direction will be available, so refer to the
2087 * direction the player is pointing. 1938 * direction the player is pointing.
2088 */ 1939 */
2089 if (!dir) 1940 if (!dir)
2090 dir = op->facing; 1941 dir = op->facing;
1942
2091 if (!dir) 1943 if (!dir)
2092 return 0; /* won't find anything if casting on ourself, so just return */ 1944 return 0; /* won't find anything if casting on ourself, so just return */
2093 1945
2094 /* Calculate these once here */ 1946 /* Calculate these once here */
2095 range = spell->range + SP_level_range_adjust (caster, spell); 1947 range = spell->range + SP_level_range_adjust (caster, spell);
2122 object *disease = arch_to_object (spell->other_arch); 1974 object *disease = arch_to_object (spell->other_arch);
2123 1975
2124 disease->set_owner (op); 1976 disease->set_owner (op);
2125 set_spell_skill (op, caster, spell, disease); 1977 set_spell_skill (op, caster, spell, disease);
2126 disease->stats.exp = 0; 1978 disease->stats.exp = 0;
2127 disease->level = caster_level (caster, spell); 1979 disease->level = casting_level (caster, spell);
2128 1980
2129 /* do level adjustments */ 1981 /* do level adjustments */
2130 if (disease->stats.wc) 1982 if (disease->stats.wc)
2131 disease->stats.wc += dur_mod / 2; 1983 disease->stats.wc += dur_mod / 2;
2132 1984
2133 if (disease->magic > 0) 1985 if (disease->magic > 0)
2134 disease->magic += dur_mod / 4; 1986 disease->magic += dur_mod / 8;
2135 1987
2136 if (disease->stats.maxhp > 0) 1988 if (disease->stats.maxhp > 0)
2137 disease->stats.maxhp += dur_mod; 1989 disease->stats.maxhp += dur_mod;
2138 1990
2139 if (disease->stats.maxgrace > 0) 1991 if (disease->stats.maxgrace > 0)
2174 if (disease->stats.sp) 2026 if (disease->stats.sp)
2175 disease->stats.sp -= dam_mod; 2027 disease->stats.sp -= dam_mod;
2176 2028
2177 if (infect_object (walk, disease, 1)) 2029 if (infect_object (walk, disease, 1))
2178 { 2030 {
2179 object *flash; /* visual effect for inflicting disease */
2180
2181 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2031 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2182 2032
2183 disease->destroy (); /* don't need this one anymore */ 2033 disease->destroy (); /* don't need this one anymore */
2184 flash = get_archetype (ARCH_DETECT_MAGIC); 2034 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2185 flash->x = x;
2186 flash->y = y;
2187 flash->map = walk->map;
2188 insert_ob_in_map (flash, walk->map, op, 0);
2189 return 1; 2035 return 1;
2190 } 2036 }
2191 2037
2192 disease->destroy (); 2038 disease->destroy ();
2193 } 2039 }
2194 } /* if living creature */ 2040 } /* if living creature */
2195 } /* for range of spaces */ 2041 } /* for range of spaces */
2042
2196 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2043 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2197 return 1; 2044 return 1;
2198} 2045}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines